Merge branch 'dev' into collisionevent
commit
6e251b13c4
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@ -297,21 +297,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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if (primUpdates.ContainsKey(bucketName) && primUpdates[bucketName].Count > 0)
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{
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/*
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foreach (SceneObjectGroup sog in primUpdates[bucketName])
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{
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//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
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sog.UpdateTaintedBucketSyncInfo(timeStamp);
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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{
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//send
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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}
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}
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* */
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//m_log.Debug(LogHeader + " calling update sender for bucket " + bucketName);
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m_primUpdatesPerBucketSender[bucketName](bucketName, primUpdates[bucketName]);
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}
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@ -400,9 +385,23 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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//m_log.DebugFormat(LogHeader + "SendNewObject called for object {0}, {1}", sog.Name, sog.UUID);
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//This is a new object (newly rezzed). Send out updates for all properties.
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//For now, a complete list of object properties include properties
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//in its xml serialization, plus the set of Physics properties as in Physics bucket
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OSDMap data = new OSDMap();
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.NewObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
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data["sogxml"] = OSD.FromString(sogxml);
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OSDArray partArray = new OSDArray();
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foreach (SceneObjectPart part in sog.Parts){
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OSDMap partData = PhysicsBucketPropertiesEncoder(m_physicsBucketName, part);
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partArray.Add(partData);
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}
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data["partPhysicsProperties"] = partArray;
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//string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.NewObject, OSDParser.SerializeJsonString(data));
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//SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
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SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, sog);
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}
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/// <summary>
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@ -434,7 +433,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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data["softDelete"] = OSD.FromBoolean(softDelete);
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.RemovedObject, OSDParser.SerializeJsonString(data));
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SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
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//SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
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SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, sog);
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}
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@ -462,13 +462,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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string partTempID = "part"+partNum;
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data[partTempID] = OSD.FromUUID(part.UUID);
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partNum++;
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m_log.Debug("SendLinkObject to link " + part.ParentGroup.Name + "," + part.UUID + " with " + root.Name+","+root.UUID);
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}
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m_log.Debug(LogHeader + " to SendLinkObject to link " + children.Count + " parts to " + root.Name);
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m_log.Debug("LinkedObject: "+sogxml);
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m_log.Debug(LogHeader + " to SendLinkObject to link " + children.Count + " parts to " + root.Name + "," + root.UUID);
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//m_log.Debug("LinkedObject: "+sogxml);
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.LinkObject, OSDParser.SerializeJsonString(data));
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SendObjectUpdateToRelevantSyncConnectors(linkedGroup, rsm);
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//SendObjectUpdateToRelevantSyncConnectors(linkedGroup, rsm);
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SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, linkedGroup);
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}
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public void SendDeLinkObject(List<SceneObjectPart> prims, List<SceneObjectGroup> beforeDelinkGroups, List<SceneObjectGroup> afterDelinkGroups)
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@ -722,8 +725,20 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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private delegate void PrimUpdatePerBucketSender(string bucketName, List<SceneObjectPart> primUpdates);
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private Dictionary<string, PrimUpdatePerBucketSender> m_primUpdatesPerBucketSender = new Dictionary<string, PrimUpdatePerBucketSender>();
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//Timestamps that record the last time each any updates have been sent out for a given bucket
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private Dictionary<string, long> m_lastUpdateSentTime = new Dictionary<string, long>();
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/*
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//The functions that encode properties in each bucket. For now,
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//general bucket works on SOG, physics bucket works on SOP, so we define
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//the arg to be of type Object to be general in the interface.
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//TO DO: redesign the interface once the bucket encoders working on more
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//consistent/specific arguments.
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private delegate string UpdatePerBucketEncoder(string bucketName, Object arg);
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private Dictionary<string, UpdatePerBucketEncoder> m_updatePerBucketEncoder = new Dictionary<string, UpdatePerBucketEncoder>();
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//Decoders of properties in each bucket
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private delegate void UpdatePerBucketDecoder(string bucketName, string encoding, out Object outData);
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private Dictionary<string, UpdatePerBucketDecoder> m_updatePerBucketDecoder = new Dictionary<string, UpdatePerBucketDecoder>();
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* */
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private object m_updateScenePresenceLock = new object();
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private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>();
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@ -760,8 +775,19 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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foreach (SceneObjectGroup sog in updatedObjects.Values)
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{
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sog.UpdateTaintedBucketSyncInfo(bucketName, timeStamp); //this update the timestamp and clear the taint info of the bucket
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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string sogGeneralBucketEncoding = SceneObjectSerializer.ToXml2Format(sog);
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//string sogGeneralBucketEncoding = GeneralBucketPropertiesEncoder(bucketName, sog, null);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogGeneralBucketEncoding);
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//TEMP DEBUG
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foreach (SceneObjectPart part in sog.Parts)
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{
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if (part.IsAttachment)
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{
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m_log.Debug(LogHeader + "PrimUpdatesGeneralBucketSender: part " + part.Name + "," + part.UUID + ", IsAttachment = true");
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}
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}
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lock (m_stats) m_statSOGBucketOut++;
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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@ -775,53 +801,42 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//UpdateBucektLastSentTime(bucketName, timeStamp);
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}
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private string GeneralBucketPropertiesEncoder(string bucketName, Object sog)
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{
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if (sog is SceneObjectGroup)
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{
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SceneObjectGroup group = (SceneObjectGroup)sog;
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return SceneObjectSerializer.ToXml2Format(group);
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}
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else
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return String.Empty;
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}
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private void GeneralBucketPropertiesDecoder(string bucketName, string encoding, out Object sog)
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{
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SceneObjectGroup group = SceneObjectSerializer.FromXml2Format(encoding);
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sog = (Object)group;
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}
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private void PrimUpdatesPhysicsBucketSender(string bucketName, List<SceneObjectPart> primUpdates)
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{
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foreach (SceneObjectPart updatedPart in primUpdates)
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{
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updatedPart.UpdateTaintedBucketSyncInfo(bucketName, DateTime.Now.Ticks);
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OSDMap data = new OSDMap();
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data["UUID"] = OSD.FromUUID(updatedPart.UUID);
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//data["UUID"] = OSD.FromUUID(pa.UUID);
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data["Bucket"] = OSD.FromString(bucketName);
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data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition);
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data["OffsetPosition"] = OSD.FromVector3(updatedPart.OffsetPosition);
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data["Scale"] = OSD.FromVector3(updatedPart.Scale);
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data["AngularVelocity"] = OSD.FromVector3(updatedPart.AngularVelocity);
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data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset);
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Physics.Manager.PhysicsActor pa = updatedPart.PhysActor;
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if (pa != null)
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{
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data["Size"] = OSD.FromVector3(pa.Size);
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data["Position"] = OSD.FromVector3(pa.Position);
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data["Force"] = OSD.FromVector3(pa.Force);
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data["Velocity"] = OSD.FromVector3(pa.Velocity);
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data["RotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
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data["PA_Acceleration"] = OSD.FromVector3(pa.Acceleration);
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data["Torque"] = OSD.FromVector3(pa.Torque);
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data["Orientation"] = OSD.FromQuaternion(pa.Orientation);
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data["IsPhysical"] = OSD.FromBoolean(pa.IsPhysical);
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data["Flying"] = OSD.FromBoolean(pa.Flying);
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data["Kinematic"] = OSD.FromBoolean(pa.Kinematic);
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data["Buoyancy"] = OSD.FromReal(pa.Buoyancy);
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data["CollidingGround"] = OSD.FromBoolean(pa.CollidingGround);
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data["IsColliding"] = OSD.FromBoolean(pa.IsColliding);
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m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString());
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}
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data["LastUpdateTimeStamp"] = OSD.FromLong(updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp);
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data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID);
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//m_log.Debug(LogHeader + " Send out Physics Bucket updates for " + updatedPart.Name + ","+updatedPart.UUID+ ". GroupPosition: " + updatedPart.GroupPosition.ToString());
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data));
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//string partPhysicsBucketEncoding = PhysicsBucketPropertiesEncoder(bucketName, updatedPart);
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OSDMap partData = PhysicsBucketPropertiesEncoder(bucketName, updatedPart);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(partData));
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//m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString());
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//TEMP DEBUG
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if (updatedPart.IsAttachment)
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{
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m_log.Debug(LogHeader + "PrimUpdatesPhysicsBucketSender: part " + updatedPart.Name + "," + updatedPart.UUID + ", IsAttachment = true");
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}
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lock (m_stats) m_statPhysBucketOut++;
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SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg);
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@ -832,13 +847,55 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//UpdateBucektLastSentTime(bucketName);
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}
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/*
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private void UpdateBucektLastSentTime(string bucketName)
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private OSDMap PhysicsBucketPropertiesEncoder(string bucketName, SceneObjectPart updatedPart)
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{
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long timeStamp = DateTime.Now.Ticks;
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m_lastUpdateSentTime[bucketName] = timeStamp;
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OSDMap data = new OSDMap();
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data["UUID"] = OSD.FromUUID(updatedPart.UUID);
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//data["UUID"] = OSD.FromUUID(pa.UUID);
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data["Bucket"] = OSD.FromString(bucketName);
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data["GroupPosition"] = OSD.FromVector3(updatedPart.GroupPosition);
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data["OffsetPosition"] = OSD.FromVector3(updatedPart.OffsetPosition);
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data["Scale"] = OSD.FromVector3(updatedPart.Scale);
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data["AngularVelocity"] = OSD.FromVector3(updatedPart.AngularVelocity);
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data["RotationOffset"] = OSD.FromQuaternion(updatedPart.RotationOffset);
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Physics.Manager.PhysicsActor pa = updatedPart.PhysActor;
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if (pa != null)
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{
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data["Size"] = OSD.FromVector3(pa.Size);
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data["Position"] = OSD.FromVector3(pa.Position);
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data["Force"] = OSD.FromVector3(pa.Force);
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data["Velocity"] = OSD.FromVector3(pa.Velocity);
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data["RotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
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data["PA_Acceleration"] = OSD.FromVector3(pa.Acceleration);
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data["Torque"] = OSD.FromVector3(pa.Torque);
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data["Orientation"] = OSD.FromQuaternion(pa.Orientation);
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data["IsPhysical"] = OSD.FromBoolean(pa.IsPhysical);
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data["Flying"] = OSD.FromBoolean(pa.Flying);
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data["Kinematic"] = OSD.FromBoolean(pa.Kinematic);
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data["Buoyancy"] = OSD.FromReal(pa.Buoyancy);
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data["CollidingGround"] = OSD.FromBoolean(pa.CollidingGround);
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data["IsColliding"] = OSD.FromBoolean(pa.IsColliding);
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//m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString());
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}
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data["LastUpdateTimeStamp"] = OSD.FromLong(updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp);
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data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID);
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//m_log.Debug(LogHeader + " Send out Physics Bucket updates for " + updatedPart.Name + ","+updatedPart.UUID+ ". GroupPosition: " + updatedPart.GroupPosition.ToString());
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return data;
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}
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private void PhysicsBucketPropertiesDecoder(string bucketName, SymmetricSyncMessage msg, out Object sog)
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{
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OSDMap data = DeserializeMessage(msg);
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sog = (Object)data;
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}
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*/
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private bool HaveUpdatesToSendoutForSync(SceneObjectPart part, string bucketName)
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{
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@ -867,22 +924,31 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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* */
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}
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//by default, there are two property buckets: the "General" bucket and the "Physics" bucket.
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private string m_generalBucketName = "General";
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private string m_physicsBucketName = "Physics";
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//If nothing configured in the config file, this is the default settings for grouping properties into different bucket
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private void PopulatePropertyBuketMapByDefault()
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{
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//by default, there are two property buckets: the "General" bucket and the "Physics" bucket.
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string generalBucketName = "General";
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string physicsBucketName = "Physics";
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m_propertyBucketNames.Add(generalBucketName);
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m_propertyBucketNames.Add(physicsBucketName);
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m_propertyBucketNames.Add(m_generalBucketName);
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m_propertyBucketNames.Add(m_physicsBucketName);
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m_maxNumOfPropertyBuckets = m_propertyBucketNames.Count;
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//Linking each bucket with the sender function that serializes the properties in the bucket and send out sync message
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m_primUpdatesPerBucketSender.Add("General", PrimUpdatesGeneralBucketSender);
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m_primUpdatesPerBucketSender.Add("Physics", PrimUpdatesPhysicsBucketSender);
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m_primUpdatesPerBucketSender.Add(m_generalBucketName, PrimUpdatesGeneralBucketSender);
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m_primUpdatesPerBucketSender.Add(m_physicsBucketName, PrimUpdatesPhysicsBucketSender);
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m_lastUpdateSentTime.Add("General", 0);
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m_lastUpdateSentTime.Add("Physics", 0);
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/*
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m_updatePerBucketEncoder.Add(generalBucketName, GeneralBucketPropertiesEncoder);
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m_updatePerBucketEncoder.Add(physicsBucketName, PhysicsBucketPropertiesEncoder);
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m_updatePerBucketDecoder.Add(generalBucketName, GeneralBucketPropertiesDecoder);
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m_updatePerBucketDecoder.Add(physicsBucketName, PhysicsBucketPropertiesDecoder);
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* */
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//m_lastUpdateSentTime.Add("General", 0);
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//m_lastUpdateSentTime.Add("Physics", 0);
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//Mapping properties to buckets.
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foreach (SceneObjectPartProperties property in Enum.GetValues(typeof(SceneObjectPartProperties)))
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@ -908,11 +974,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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case SceneObjectPartProperties.Buoyancy:
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case SceneObjectPartProperties.IsCollidingGround:
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case SceneObjectPartProperties.IsColliding:
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m_primPropertyBucketMap.Add(property, physicsBucketName);
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m_primPropertyBucketMap.Add(property, m_physicsBucketName);
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break;
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default:
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//all other properties belong to the "General" bucket.
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m_primPropertyBucketMap.Add(property, generalBucketName);
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m_primPropertyBucketMap.Add(property, m_generalBucketName);
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break;
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}
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}
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|
@ -984,9 +1050,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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|
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//Events are send out right away, without being put into the connector's outQueue first.
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//May need a better method for managing the outgoing messages (i.e. prioritizing object updates and events)
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private void SendSceneEventToRelevantSyncConnectors(string init_actorID, SymmetricSyncMessage rsm)
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private void SendSceneEventToRelevantSyncConnectors(string init_actorID, SymmetricSyncMessage rsm, SceneObjectGroup sog)
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{
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List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm);
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//TODO: need to pick connectors based on sog position (quark it resides in)
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List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm, sog);
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foreach (SyncConnector connector in syncConnectors)
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{
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|
@ -1040,6 +1107,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
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//in other parts as well, so we are sending to all connectors.
|
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ForEachSyncConnector(delegate(SyncConnector connector)
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{
|
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//if(!connector.OtherSideActorID.Equals(sog.BucketSyncInfoUpdate[
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syncConnectors.Add(connector);
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});
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}
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|
@ -1066,7 +1134,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
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/// </summary>
|
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/// <param name="sog"></param>
|
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/// <returns></returns>
|
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private List<SyncConnector> GetSyncConnectorsForSceneEvents(string init_actorID, SymmetricSyncMessage rsm)
|
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private List<SyncConnector> GetSyncConnectorsForSceneEvents(string init_actorID, SymmetricSyncMessage rsm, SceneObjectGroup sog)
|
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{
|
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List<SyncConnector> syncConnectors = new List<SyncConnector>();
|
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if (m_isSyncRelay)
|
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|
@ -1563,10 +1631,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
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{
|
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if (e is SceneObjectGroup)
|
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{
|
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string sogxml = SceneObjectSerializer.ToXml2Format((SceneObjectGroup)e);
|
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SendSyncMessage(SymmetricSyncMessage.MsgType.NewObject, sogxml);
|
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|
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//m_log.Debug(LogHeader + ": " + sogxml);
|
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//string sogxml = SceneObjectSerializer.ToXml2Format((SceneObjectGroup)e);
|
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//SendSyncMessage(SymmetricSyncMessage.MsgType.NewObject, sogxml);
|
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SceneObjectGroup sog = (SceneObjectGroup)e;
|
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SendNewObject(sog);
|
||||
}
|
||||
}
|
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return;
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||||
|
@ -1576,8 +1644,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
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break;
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case SymmetricSyncMessage.MsgType.UpdatedObject:
|
||||
{
|
||||
HandleAddOrUpdateObjectBySynchronization(msg, senderActorID);
|
||||
//HandleAddNewObject(sog);
|
||||
//HandleAddOrUpdateObjectBySynchronization(msg, senderActorID);
|
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HandleUpdateObjectBySynchronization(msg, senderActorID);
|
||||
return;
|
||||
}
|
||||
case SymmetricSyncMessage.MsgType.UpdatedBucketProperties:
|
||||
|
@ -1649,19 +1717,85 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
private void HandleAddNewObject(SymmetricSyncMessage msg, string senderActorID)
|
||||
{
|
||||
string sogxml = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
|
||||
|
||||
//string sogxml = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
|
||||
//SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
|
||||
OSDMap data = DeserializeMessage(msg);
|
||||
|
||||
//First, create the object group and add it to Scene
|
||||
string sogxml = data["sogxml"];
|
||||
SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
|
||||
//Scene.ObjectUpdateResult updateResult = m_scene.AddOrUpdateObjectBySynchronization(sog);
|
||||
|
||||
//m_log.DebugFormat("{0}: received NewObject sync message from {1}, for object {1}, {2}", LogHeader, senderActorID, sog.Name, sog.UUID);
|
||||
Scene.ObjectUpdateResult updateResult = m_scene.AddNewSceneObjectBySync(sog);
|
||||
|
||||
Scene.ObjectUpdateResult updateResult = m_scene.AddOrUpdateObjectBySynchronization(sog);
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
//if this is a relay node, forward the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg, sog);
|
||||
}
|
||||
|
||||
//Second, update the physics properties of each prim in the object
|
||||
OSDArray partArray = (OSDArray)data["partPhysicsProperties"];
|
||||
for (int i = 0; i < partArray.Count; i++)
|
||||
{
|
||||
OSDMap partData = (OSDMap)partArray[i];
|
||||
UUID partUUID = partData["UUID"].AsUUID();
|
||||
|
||||
string bucketName = partData["Bucket"].AsString();
|
||||
|
||||
//m_log.DebugFormat("{0}: HandleUpdatedBucketProperties from {1}: for {2}/{3}", LogHeader, senderActorID, partUUID.ToString(), bucketName);
|
||||
|
||||
BucketSyncInfo rBucketSyncInfo = new BucketSyncInfo(bucketName);
|
||||
rBucketSyncInfo.LastUpdateTimeStamp = partData["LastUpdateTimeStamp"].AsLong();
|
||||
rBucketSyncInfo.LastUpdateActorID = partData["LastUpdateActorID"].AsString();
|
||||
// updatedPart.BucketSyncInfoList.Add(bucketName, rBucketSyncInfo);
|
||||
|
||||
m_scene.UpdateObjectPartBucketProperties(bucketName, partUUID, data, rBucketSyncInfo);
|
||||
}
|
||||
//m_log.DebugFormat("{0}: received NewObject sync message from {1}, for object {1}, {2}", LogHeader, senderActorID, sog.Name, sog.UUID);
|
||||
}
|
||||
|
||||
private void HandleUpdateObjectBySynchronization(SymmetricSyncMessage msg, string senderActorID)
|
||||
{
|
||||
string sogxml = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
|
||||
SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
|
||||
lock (m_stats) m_statSOGBucketIn++;
|
||||
|
||||
if (sog.IsDeleted)
|
||||
{
|
||||
SymmetricSyncMessage.HandleTrivial(LogHeader, msg, String.Format("Ignoring update on deleted object, UUID: {0}.", sog.UUID));
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (SceneObjectPart part in sog.Parts)
|
||||
{
|
||||
if (part.IsAttachment)
|
||||
{
|
||||
m_log.Debug(LogHeader + "HandleUpdateObjectBySynchronization: part " + part.Name + "," + part.UUID + ", IsAttachment = true");
|
||||
}
|
||||
}
|
||||
|
||||
Scene.ObjectUpdateResult updateResult = m_scene.UpdateObjectBySynchronization(sog);
|
||||
|
||||
switch (updateResult)
|
||||
{
|
||||
case Scene.ObjectUpdateResult.New:
|
||||
m_log.DebugFormat("[{0} Object \"{1}\" ({1}) ({2}) added.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
|
||||
break;
|
||||
case Scene.ObjectUpdateResult.Updated:
|
||||
m_log.DebugFormat("[{0} Object \"{1}\" ({1}) ({2}) updated.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
|
||||
break;
|
||||
case Scene.ObjectUpdateResult.Error:
|
||||
m_log.WarnFormat("[{0} Object \"{1}\" ({1}) ({2}) -- add or update ERROR.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
|
||||
break;
|
||||
case Scene.ObjectUpdateResult.Unchanged:
|
||||
//m_log.DebugFormat("[{0} Object \"{1}\" ({1}) ({2}) unchanged after receiving an update.", LogHeader, sog.Name, sog.UUID.ToString(), sog.LocalId.ToString());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void HandleAddOrUpdateObjectBySynchronization(SymmetricSyncMessage msg, string senderActorID)
|
||||
|
@ -1688,6 +1822,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
}
|
||||
else
|
||||
{
|
||||
foreach (SceneObjectPart part in sog.Parts)
|
||||
{
|
||||
if (part.IsAttachment)
|
||||
{
|
||||
m_log.Debug(LogHeader + "HandleAddOrUpdateObjectBySynchronization: part " + part.Name + "," + part.UUID + ", IsAttachment = true");
|
||||
}
|
||||
}
|
||||
|
||||
Scene.ObjectUpdateResult updateResult = m_scene.AddOrUpdateObjectBySynchronization(sog);
|
||||
|
||||
//if (added)
|
||||
|
@ -1726,40 +1868,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
string bucketName = data["Bucket"].AsString();
|
||||
|
||||
//m_log.DebugFormat("{0}: HandleUpdatedBucketProperties from {1}: for {2}/{3}", LogHeader, senderActorID, partUUID.ToString(), bucketName);
|
||||
|
||||
/* Commented out since OSDMap is now passed all the way through to the unpacker.
|
||||
* Previous implementation is to create a SOP and copy the values into same and copy them out later.
|
||||
SceneObjectPart updatedPart = new SceneObjectPart();
|
||||
updatedPart.GroupPosition = data["GroupPosition"].AsVector3();
|
||||
updatedPart.OffsetPosition = data["OffsetPosition"].AsVector3();
|
||||
updatedPart.RotationOffset = data["RotationOffset"].AsQuaternion();
|
||||
updatedPart.Velocity = data["Velocity"].AsVector3();
|
||||
updatedPart.AngularVelocity = data["AngularVelocity"].AsVector3();
|
||||
//Scale is a bit complex, we need to have Shape first -- not a good solution, but leave it as is so that we can move on,
|
||||
updatedPart.Shape = new PrimitiveBaseShape();
|
||||
updatedPart.Scale = data["Scale"].AsVector3();
|
||||
|
||||
Dictionary<string, Object> updatedProperties = new Dictionary<string, Object>();
|
||||
updatedProperties.Add("GroupPosition", (Object)data["GroupPosition"].AsVector3());
|
||||
updatedProperties.Add("OffsetPosition", (Object)data["OffsetPosition"].AsVector3());
|
||||
updatedProperties.Add("RotationOffset", (Object)data["RotationOffset"].AsQuaternion());
|
||||
updatedProperties.Add("Velocity", (Object)data["Velocity"].AsVector3());
|
||||
updatedProperties.Add("AngularVelocity", (Object)data["AngularVelocity"].AsVector3());
|
||||
updatedProperties.Add("Scale", (Object)data["Scale"].AsVector3());
|
||||
*/
|
||||
//Other properties to be included
|
||||
/*
|
||||
"Position":
|
||||
"Size":
|
||||
"Force":
|
||||
"RotationalVelocity":
|
||||
"PA_Acceleration":
|
||||
"Torque":
|
||||
"Orientation":
|
||||
"IsPhysical":
|
||||
"Flying":
|
||||
"Buoyancy":
|
||||
* */
|
||||
|
||||
BucketSyncInfo rBucketSyncInfo = new BucketSyncInfo(bucketName);
|
||||
rBucketSyncInfo.LastUpdateTimeStamp = data["LastUpdateTimeStamp"].AsLong();
|
||||
|
@ -1837,6 +1945,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
SceneObjectGroup sog = m_scene.SceneGraph.GetGroupByPrim(sogUUID);
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg, sog);
|
||||
}
|
||||
|
||||
|
||||
if (sog != null)
|
||||
{
|
||||
if (!softDelete)
|
||||
|
@ -1851,12 +1966,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
}
|
||||
}
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void HandleLinkObject(SymmetricSyncMessage msg, string senderActorID)
|
||||
|
@ -1877,6 +1987,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
int partCount = data["partCount"].AsInteger();
|
||||
List<UUID> childrenIDs = new List<UUID>();
|
||||
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg, linkedGroup);
|
||||
}
|
||||
|
||||
for (int i = 0; i < partCount; i++)
|
||||
{
|
||||
string partTempID = "part" + i;
|
||||
|
@ -1886,18 +2003,28 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
m_log.Debug(LogHeader + " received LinkObject from " + senderActorID);
|
||||
//m_log.Debug("LinkedObject: " + sogxml);
|
||||
|
||||
//TEMP DEBUG
|
||||
foreach (SceneObjectPart part in linkedGroup.Parts)
|
||||
{
|
||||
if (part.IsAttachment)
|
||||
{
|
||||
m_log.Debug(LogHeader + "HandleLinkObject: part " + part.Name + "," + part.UUID + " IsAttachment = true in incoming sync message");
|
||||
}
|
||||
}
|
||||
|
||||
m_scene.LinkObjectBySync(linkedGroup, rootID, childrenIDs);
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void HandleDelinkObject(SymmetricSyncMessage msg, string senderActorID)
|
||||
{
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg, null);
|
||||
}
|
||||
|
||||
OSDMap data = DeserializeMessage(msg);
|
||||
if (data == null)
|
||||
{
|
||||
|
@ -1939,12 +2066,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
m_scene.DelinkObjectsBySync(delinkPrimIDs, beforeDelinkGroupIDs, incomingAfterDelinkGroups);
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1953,6 +2074,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
/// <param name="msg"></param>
|
||||
private void HandleRemoteEvent(SymmetricSyncMessage msg, string senderActorID)
|
||||
{
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg, null);
|
||||
}
|
||||
|
||||
OSDMap data = DeserializeMessage(msg);
|
||||
if (data == null)
|
||||
{
|
||||
|
@ -2002,12 +2130,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
break;
|
||||
}
|
||||
|
||||
//if this is a relay node, forwards the event
|
||||
if (m_isSyncRelay)
|
||||
{
|
||||
//SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
|
||||
SendSceneEventToRelevantSyncConnectors(senderActorID, msg);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2386,14 +2508,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
data["running"] = OSD.FromBoolean(isScriptRunning);
|
||||
data["assetID"] = OSD.FromUUID(newAssetID);
|
||||
|
||||
/*
|
||||
data["actorID"] = OSD.FromString(m_actorID);
|
||||
data["seqNum"] = OSD.FromULong(GetNextEventSeq());
|
||||
|
||||
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdateScript, OSDParser.SerializeJsonString(data));
|
||||
//send to actors who are interested in the event
|
||||
SendSceneEventToRelevantSyncConnectors(m_actorID, rsm);
|
||||
* */
|
||||
SendSceneEvent(SymmetricSyncMessage.MsgType.UpdateScript, data);
|
||||
}
|
||||
|
||||
|
@ -2626,20 +2740,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
|
||||
//send to actors who are interested in the event
|
||||
lock (m_stats) m_statEventOut++;
|
||||
SendSceneEventToRelevantSyncConnectors(m_actorID, rsm);
|
||||
SendSceneEventToRelevantSyncConnectors(m_actorID, rsm, null);
|
||||
}
|
||||
|
||||
/*
|
||||
private void PublishSceneEvent(OSDMap data)
|
||||
{
|
||||
data["actorID"] = OSD.FromString(m_actorID);
|
||||
data["seqNum"] = OSD.FromULong(GetNextEventSeq());
|
||||
|
||||
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.OnUpdateScript, OSDParser.SerializeJsonString(data));
|
||||
SendSceneEventToRelevantSyncConnectors(m_actorID, rsm);
|
||||
}
|
||||
* */
|
||||
|
||||
private ulong GetNextEventSeq()
|
||||
{
|
||||
return m_eventSeq++;
|
||||
|
|
|
@ -89,7 +89,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
|
||||
|
||||
//Register for Scene/SceneGraph events
|
||||
//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
|
||||
m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
|
||||
m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScenePersistence_OnObjectCreateBySync);
|
||||
}
|
||||
|
||||
|
@ -164,16 +164,33 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
|||
/// <summary>
|
||||
/// ScenePersistence's actions upon an object is added to the local scene.
|
||||
/// </summary>
|
||||
private void ScenePersistence_OnObjectCreateBySync(EntityBase entity)
|
||||
private void ScenePersistence_OnObjectCreate(EntityBase entity)
|
||||
{
|
||||
if (entity is SceneObjectGroup)
|
||||
{
|
||||
m_log.Warn(LogHeader + ": link to backup for " + entity.UUID);
|
||||
//m_log.Warn(LogHeader + ":OnObjectCreate -- link to backup for " + entity.UUID);
|
||||
SceneObjectGroup sog = (SceneObjectGroup)entity;
|
||||
|
||||
//probably what we should do here is to set some variable sog.SyncToBackup to true, and sog.ProcessBackup will only run if that value is true,
|
||||
//then we do not need to worry about where an object is attach-to-backup and modify all those lines.
|
||||
sog.ToPersistObjectState = true;
|
||||
sog.AttachToBackup();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ScenePersistence's actions upon an object is added to the local scene.
|
||||
/// </summary>
|
||||
private void ScenePersistence_OnObjectCreateBySync(EntityBase entity)
|
||||
{
|
||||
if (entity is SceneObjectGroup)
|
||||
{
|
||||
//m_log.Warn(LogHeader + ":OnObjectCreateBySync -- link to backup for " + entity.UUID);
|
||||
SceneObjectGroup sog = (SceneObjectGroup)entity;
|
||||
|
||||
//probably what we should do here is to set some variable sog.SyncToBackup to true, and sog.ProcessBackup will only run if that value is true,
|
||||
//then we do not need to worry about where an object is attach-to-backup and modify all those lines.
|
||||
sog.ToPersistObjectState = true;
|
||||
sog.AttachToBackup();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2203,6 +2203,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
partnames += "(" + part.Name + ", " + part.UUID + ")";
|
||||
}
|
||||
m_log.DebugFormat("[SCENE] RezObject {0} with InvItem name {1} at pos {2} with parts {3}", group.UUID.ToString(), item.Name, group.RootPart.GroupPosition.ToString(), partnames);
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
{
|
||||
if (part.IsAttachment)
|
||||
{
|
||||
m_log.Debug("[SCENE]: part " + part.Name + "," + part.UUID + ", IsAttachment = true");
|
||||
}
|
||||
}
|
||||
|
||||
// We can only call this after adding the scene object, since the scene object references the scene
|
||||
// to find out if scripts should be activated at all.
|
||||
|
|
|
@ -684,6 +684,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return m_sceneGraph.AddOrUpdateObjectBySynchronization(sog);
|
||||
}
|
||||
|
||||
public ObjectUpdateResult UpdateObjectBySynchronization(SceneObjectGroup sog)
|
||||
{
|
||||
return m_sceneGraph.UpdateObjectBySynchronization(sog);
|
||||
}
|
||||
|
||||
//Similar to DeleteSceneObject, except that this does not change LastUpdateActorID and LastUpdateTimeStamp
|
||||
public void DeleteSceneObjectBySynchronization(SceneObjectGroup group)
|
||||
{
|
||||
|
@ -732,12 +737,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_sceneGraph.AddNewSceneObjectPart(newPart, parentGroup);
|
||||
}
|
||||
|
||||
public void AddNewSceneObjectBySync(SceneObjectGroup group, bool attachToBackup)
|
||||
public ObjectUpdateResult AddNewSceneObjectBySync(SceneObjectGroup group)
|
||||
{
|
||||
if(attachToBackup)
|
||||
group.HasGroupChanged = true;
|
||||
//if(attachToBackup)
|
||||
// group.HasGroupChanged = true;
|
||||
|
||||
m_sceneGraph.AddSceneObjectByStateSynch(group);
|
||||
return m_sceneGraph.AddNewSceneObjectBySync(group);
|
||||
}
|
||||
|
||||
public void DebugSceneObjectGroups()
|
||||
|
@ -795,7 +800,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
//m_log.Debug("to link part " + part.DebugObjectPartProperties());
|
||||
m_log.Debug("to link part " + part.Name + "," + part.UUID + "; its SOG has " + part.ParentGroup.Parts + " parts");
|
||||
m_log.Debug("LinkObjectBySync: " + part.Name + "," + part.UUID + " with root "+root.Name+","+root.UUID+"; its SOG has " + part.ParentGroup.Parts + " parts");
|
||||
|
||||
children.Add(part);
|
||||
}
|
||||
|
@ -805,7 +810,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//Leverage the LinkObject implementation to get the book keeping of Group and Parts relations right
|
||||
m_sceneGraph.LinkObjectsBySync(root, children);
|
||||
|
||||
|
||||
foreach (SceneObjectPart part in linkedGroup.Parts)
|
||||
{
|
||||
if (part.IsAttachment)
|
||||
{
|
||||
m_log.Debug("LinkObjectBySync: part " + part.Name + "," + part.UUID + " IsAttachment = true after linking");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//The properties of the newly linked object should be updated later with another UpdatedObject message.
|
||||
|
|
|
@ -2002,6 +2002,37 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region SYMMETRIC SYNC
|
||||
|
||||
public Scene.ObjectUpdateResult UpdateObjectBySynchronization(SceneObjectGroup updatedSog)
|
||||
{
|
||||
UUID sogID = updatedSog.UUID;
|
||||
Scene.ObjectUpdateResult updateResult = Scene.ObjectUpdateResult.Unchanged;
|
||||
|
||||
if (Entities.ContainsKey(sogID))
|
||||
{
|
||||
//update the object
|
||||
EntityBase entity = Entities[sogID];
|
||||
if (entity is SceneObjectGroup)
|
||||
{
|
||||
SceneObjectGroup localSog = (SceneObjectGroup)entity;
|
||||
updateResult = localSog.UpdateObjectGroupBySync(updatedSog);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: Entity with {1} is not of type SceneObjectGroup: {2}",
|
||||
"[SCENE GRAPH]", sogID, entity.GetType().ToString());
|
||||
//return false;
|
||||
updateResult = Scene.ObjectUpdateResult.Error;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//An object no longer in Entity list, probably linked to other objects, or handed over to another quark.
|
||||
m_log.WarnFormat("[SCENE GRAPH] UpdateObjectBySynchronization: received update for an object {0}, {1} no longer in local Entity list. Ignore update.", updatedSog.Name, updatedSog.UUID);
|
||||
}
|
||||
|
||||
return updateResult;
|
||||
}
|
||||
|
||||
public Scene.ObjectUpdateResult AddOrUpdateObjectBySynchronization(SceneObjectGroup updatedSog)
|
||||
{
|
||||
UUID sogID = updatedSog.UUID;
|
||||
|
@ -2027,7 +2058,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
else
|
||||
{
|
||||
//m_log.Debug(updatedSog.Name+" "+updatedSog.UUID+" not found in Entities list. Need to add");
|
||||
AddSceneObjectByStateSynch(updatedSog);
|
||||
AddNewSceneObjectBySync(updatedSog);
|
||||
updateResult = Scene.ObjectUpdateResult.New;
|
||||
}
|
||||
|
||||
|
@ -2040,13 +2071,18 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
//This is called when an object is added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
|
||||
//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created locally.
|
||||
public bool AddSceneObjectByStateSynch(SceneObjectGroup sceneObject)
|
||||
public Scene.ObjectUpdateResult AddNewSceneObjectBySync(SceneObjectGroup sceneObject)
|
||||
{
|
||||
Scene.ObjectUpdateResult updateResult = Scene.ObjectUpdateResult.New;
|
||||
|
||||
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
|
||||
return false;
|
||||
return Scene.ObjectUpdateResult.Error;
|
||||
|
||||
if (Entities.ContainsKey(sceneObject.UUID))
|
||||
return false;
|
||||
{
|
||||
m_log.WarnFormat("[SCENE GRAPH] AddNewSceneObjectBySync: Already has object {0}, {1} in local Entity list.", sceneObject.Name, sceneObject.UUID);
|
||||
return Scene.ObjectUpdateResult.Error;
|
||||
}
|
||||
|
||||
SceneObjectPart[] children = sceneObject.Parts;
|
||||
|
||||
|
@ -2111,7 +2147,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
|
||||
}
|
||||
|
||||
return true;
|
||||
return updateResult;
|
||||
}
|
||||
|
||||
public void AddNewSceneObjectPart(SceneObjectPart newPart, SceneObjectGroup parentGroup)
|
||||
|
|
|
@ -1372,6 +1372,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return;
|
||||
}
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
//if we are doing sync across different sync nodes, and are not told to persist the state, don't do anything (only persistence actor will do it)
|
||||
if (m_scene.RegionSyncModule != null && !ToPersistObjectState)
|
||||
{
|
||||
return;
|
||||
}
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
// Since this is the top of the section of call stack for backing up a particular scene object, don't let
|
||||
// any exception propogate upwards.
|
||||
try
|
||||
|
@ -2113,9 +2121,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// objectGroup.RootPart.SendScheduledUpdates();
|
||||
//}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
|
||||
// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
m_log.DebugFormat(
|
||||
"[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
|
||||
objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
|
||||
SceneObjectPart linkPart = objectGroup.m_rootPart;
|
||||
|
||||
|
@ -3556,6 +3564,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region SYMMETRIC SYNC
|
||||
|
||||
private bool m_toPersistObjectState = false;
|
||||
public bool ToPersistObjectState
|
||||
{
|
||||
get { return m_toPersistObjectState; }
|
||||
set { m_toPersistObjectState = value; }
|
||||
}
|
||||
|
||||
//update the existing copy of the object with updated properties in 'updatedSog'
|
||||
//NOTE: updates on script content are handled seperately (e.g. user edited the script and saved it) -- SESyncServerOnUpdateScript(), a handler of EventManager.OnUpdateScript
|
||||
//public void UpdateObjectProperties(SceneObjectGroup updatedSog)
|
||||
|
@ -3847,7 +3862,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
bool newGroupBySync = true;
|
||||
SceneObjectGroup objectGroup = new SceneObjectGroup(delinkPart, newGroupBySync);
|
||||
|
||||
m_scene.AddNewSceneObjectBySync(objectGroup, true);
|
||||
m_scene.AddNewSceneObjectBySync(objectGroup);
|
||||
|
||||
if (sendEvents)
|
||||
linkPart.TriggerScriptChangedEvent(Changed.LINK);
|
||||
|
|
|
@ -5479,6 +5479,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
localPart.TextureAnimation = updatedPart.TextureAnimation;
|
||||
localPart.ParticleSystem = updatedPart.ParticleSystem;
|
||||
|
||||
bool preIsAttachment = localPart.IsAttachment;
|
||||
|
||||
if (!localPart.AttachedAvatar.Equals(updatedPart.AttachedAvatar))
|
||||
{
|
||||
localPart.AttachedAvatar = updatedPart.AttachedAvatar;
|
||||
|
@ -5494,6 +5496,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// localPart.IsAttachment = updatedPart.IsAttachment;
|
||||
//}
|
||||
|
||||
if (localPart.IsAttachment)
|
||||
{
|
||||
m_log.Debug("GeneralBucketUpdateProcessor: part " + localPart.Name + "," + localPart.UUID + ", IsAttachment = true; previously, IsAttachment = " + preIsAttachment.ToString());
|
||||
}
|
||||
|
||||
localPart.AggregateScriptEvents = updatedPart.AggregateScriptEvents;
|
||||
aggregateScriptEventSubscriptions();
|
||||
|
||||
|
@ -5887,7 +5894,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (!m_bucketSyncInfoList[bucketName].LastUpdateActorID.Equals(rBucketSyncInfo.LastUpdateActorID))
|
||||
{
|
||||
m_log.Warn("Different actors modified SceneObjetPart " + Name + "," + UUID + ", bucket " + bucketName + ", with the same TimeStamp ("
|
||||
m_log.Warn("UpdateBucketProperties: Different actors modified SceneObjetPart " + Name + "," + UUID + ", bucket " + bucketName + ", with the same TimeStamp ("
|
||||
+ m_bucketSyncInfoList[bucketName].LastUpdateActorID
|
||||
+ "," + rBucketSyncInfo.LastUpdateActorID +
|
||||
", CONFLICT RESOLUTION TO BE IMPLEMENTED, PICK A WINNER!!!!");
|
||||
|
|
Loading…
Reference in New Issue